I was thinking to use "SetFrameStrata", "SetFrameLevel" and so on, but I have been told from someone that it is very risky to use them on many frames.

"imho playing with textureSubLevels should wait until you've got some more experience with how draw layers work. Otherwise you'll fall into some horrible practices by not planning your drawlayers in advance, such as your messed up situation of two "BACKGROUND" textures with completely different widgets."

So, I would like to ask how I would simply(?) fix the problem.

As long as I can fix this fault, I'm more than happy to re-write the entire code.

EDIT: "Power:SetFrameLevel(f.Health:GetFrameLevel() - 1);" and "Power.backdrop:SetFrameLevel(f.Health.backdrop:GetFrameLevel() - 1);" seem to be sending "Power" and "Power.backdrop" back to "Health" and "Health.backdrop". I guess this should be fine, but "Power.backdrop" is still sitting in front of "Health.bg", the background of "Health" status bar.

SetFrameLevel only supports numbers between 0-20 so you also need to make sure to not give it a smaller/bigger numbers.
I would also suggest to always use at leas 2 level diferrences between frames due a strata bug in the game, and also you might want to show something between that two frame layers.

Save the rotated images as .tga (the Gimp default settings is all you need) or convert them back to .blp.

Copy the rotated image to your addon folder before starting the game, otherwise you will get a green square).

Change the path to the image to Interface\\Addons\\your addon\\image file.

Edit: If you want to just flip the texture along the x-axis then Texture:SetTexCoord(1 ,0, 0, 1). To flip along the y-axis then Texture:SetTexCoord(0, 1, 1, 0). This is commonly used for a texture file that contains a single image.

SetFrameLevel only supports numbers between 0-20 so you also need to make sure to not give it a smaller/bigger numbers.
I would also suggest to always use at leas 2 level diferrences between frames due a strata bug in the game, and also you might want to show something between that two frame layers.

Hi Resike,

I've tried your solution and seems like "Health.backdrop" edge is sent behind the "Power" and even "Power.backdrop"...

EDIT: Argggg.... nvm. there was another SetFrameLevel under "Power" and "Power.backdrop".

Save the rotated images as .tga (the Gimp default settings is all you need) or convert them back to .blp.

Copy the rotated image to your addon folder before starting the game, otherwise you will get a green square).

Change the path to the image to Interface\\Addons\\your addon\\image file.

Edit: If you want to just flip the texture along the x-axis then Texture:SetTexCoord(1 ,0, 0, 1). To flip along the y-axis then Texture:SetTexCoord(0, 1, 1, 0). This is commonly used for a texture file that contains a single image.

Yes, I was trying to flip the texture along the y-axis and it does not seem to be doing things

In addition to this, I have forgot to edit the code, but I actually changed this texture to something different which has a shape on it. So, I would like to flip the status bar texture along the y-axis if the frame is for a target's unit frame.

Thus, I'm guessing that SetTexCoord() is not compatible with a media that is fetched from LSM.

If your texture widget didn't have a compatible image you would just see a bright green square. SetTexCoord is just adjusting the view into that image. If you flipped on the Y into a verticaly symmetrical image you wouldn't see any change.

If your texture widget didn't have a compatible image you would just see a bright green square. SetTexCoord is just adjusting the view into that image. If you flipped on the Y into a verticaly symmetrical image you wouldn't see any change.

Hi again, Fizzlemizz!

Here's screenshot of the texture shape that I used.

As you can see, the image isn't symmetrical vertically or even horizontally.

And like I mentioned on previous reply, if I set the texture with its direct path